Threat & Contribution
Threat determines which player the boss targets with single-target attacks. Contribution determines how boss loot and boss XP are scaled after the boss is defeated.
Threat Accumulation
Every player starts at zero threat. Dealing damage and healing allies both generate threat:
Threat is cumulative across all rounds. The player with the highest threat is the boss’s single-target focus.
Taunt Mechanics
The Taunt ability (from the Survival talent tree) forces the boss to target the taunting player for 2 rounds. Taunt also adds a flat 500 threat bonus on activation.
While a taunt is active, the boss always targets the taunting player for single-target actions, regardless of other players’ threat values. If multiple players taunt simultaneously, the one with the highest threat among taunters is targeted. Taunt duration decrements by 1 at the end of each round.
Target Selection
| Action Type | Target Selection |
|---|---|
| Single-target | Highest-threat alive player. If a taunt is active, the taunting player takes priority. |
| AoE | Hits all living participants (ignores threat). |
Contribution Scoring
When a boss is defeated, each participant receives a contribution score that feeds into their final reward multiplier:
All four components reward different playstyles: pure damage dealers, healers, tanks absorbing hits, and simply staying alive. The survival bonus ensures that even players who focus on support and defense receive meaningful contribution.
Reward Multipliers
Boss loot and boss XP do not use raw contribution ratio directly. Instead, each player’s ratio is converted into a reward multiplier with a floor and ceiling:
Champion supporters multiply the final boss reward multiplier by 1.1x. The same effective multiplier is applied to both loot rolls and boss XP awards. Every participant receives at least the floor multiplier, while strong contributors can reach 2x before the Champion bonus is applied.
Constants Reference
| Constant | Value | Description |
|---|---|---|
THREAT_PER_DAMAGE | 1 | Threat generated per point of damage dealt |
THREAT_PER_HEAL | 0.5 | Threat generated per point of healing done |
TAUNT_THREAT_BONUS | 500 | Flat threat added when Taunt is activated |
TAUNT_DEFAULT_DURATION | 2 | Rounds the boss is forced to target the taunter |
CONTRIBUTION_DAMAGE_WEIGHT | 1 | Weight of total damage in contribution score |
CONTRIBUTION_HEALING_WEIGHT | 1 | Weight of total healing in contribution score |
CONTRIBUTION_ABSORB_WEIGHT | 0.9 | Weight of damage absorbed in contribution score |
CONTRIBUTION_SURVIVAL_FLAT_BONUS | 10 | Flat contribution points per round survived |
BOSS_CONTRIBUTION_FLOOR | 0.25 | Minimum boss loot and XP multiplier before Champion bonus |
BONUS_MULTIPLIER | 1.1x | Champion multiplier applied to final boss loot and XP rewards |